#include "Contents/Effects/EffectLists.h" #include "Render/DX9/DeviceOwnerDX9.h" #include "Render/DX9/RendererDX9.h" #include "Render/Primitives/LightmappedPrimitive.h" #include "Render/Primitives/RenderCommandPool.h" #include "Render/Primitives/RenderPrimitivePool.h" #include "Render/Primitives/RenderQueues.h" #include "Render/Primitives/RenderVertexPool.h" #include "Render/DX9/RendererDX9Operations.h" // OFFSET: 0x0055A360 // FUNCTION: fn_02079 void CRenderer::ClearFrame() { g_effectMgr->ClearRetired(); this->queues.Clear(); this->commands.Rewind(); this->primitives.Rewind(); this->lightmapped.Rewind(); this->vertices.Rewind(); } // OFFSET: 0x00565970 // FUNCTION: fn_02222 bool CRendererDX9::Draw() { this->device->Begin(&this->m_context->system); auto& context = this->TextureContext(); this->Operations(context).DrawQueues( this->queues, this->m_context->options, this->m_context->multitexture, this->twoPass, this->fog, this->viewport.aspect, this->m_context->fog ); this->ClearFrame(); this->device->End(); return true; }